Aylis Posted April 12, 2023 Author Posted April 12, 2023 (edited) 2 hours ago, Jessica_Degurechaff said: @Aylis may i ask what did you change in the last our? i see that you edited the main post and i want to figure out the kinks before run LODS If you would have read my last few posts on the last page you'd know i added a comment. ? Edited April 12, 2023 by Aylis
psychoqwirk420 Posted April 12, 2023 Posted April 12, 2023 12 hours ago, ethwitt5599 said: hi there an load order conflict with (Optional) Female Giant and Realistic Skin And Hair Shaders - Giants there will be no female giants around in the world Yes, I noticed that too. I just put the Female Giant after the Skin and Hair Shaders mod and everything worked fine. I'm not sure if the new female giants have the shaders, but I've got both gender of giants walking around my game. Not sure if that info is useful or not @Aylis
psychoqwirk420 Posted April 12, 2023 Posted April 12, 2023 9 hours ago, DarthNyriss said: Just a general question regarding the sex mods options: Which is the more favourable, Ostim or Sexlab? In my opinion, Ostim is if you want to control every aspect of the act and have a pretty good alignment (quite similar to AAF from Fallout, but to exactly). Sexlab is a "tell it what animation to play and watch it go" (mind you, I haven't used Sexlab in FOREVER, so things may have changed) with a LOT more animations made for it and sometimes "good enough" alignment. A third option (which many don't like for a variety of reasons, but I thought it was fine when I used it) is FlowerGirls. Think Sexlab, but simplified. If you want quick scenes with decent alignment to add some basic sexy time roleplaying aspects to your game, you might like that. Only caveat is that I'm not 100% sure it still works as it did back when I played (before AE was even thought about). All that being said, they all 3 take time to get working right and used to. I currently use Ostim which is great, but I wish they had more animations for it. If I was smart enough to do some, I would try my hand at it, but I'm not, so I use what's available, lol. Hope that helps!
Aylis Posted April 13, 2023 Author Posted April 13, 2023 Crap! I misread that and there was a copy/paste error in the guide. Of course the female giants have to come after the shaders... Same way i got it here. Fixed
zato770 Posted April 13, 2023 Posted April 13, 2023 (edited) I am getting papyrus spam from DynLOD. ERROR: Script SHESON_DynDOLOD_Firstborn cannot be bound to (7E03B561) because the script does not exist or is not currently loaded What could be causing this? https://gist.github.com/ziat007/28e49cd3b4c2435c8e57889b7e9d913b Edited April 13, 2023 by zato770
Aylis Posted April 13, 2023 Author Posted April 13, 2023 55 minutes ago, zato770 said: ERROR: Script SHESON_DynDOLOD_Firstborn cannot be bound to (7E03B561) because the script does not exist or is not currently loaded Some possibilities: 1. Wrong installation (EVERYTHING up to date?). 2. Broken download. 3. No permission to access to the file (UAC? AV?). First make sure you got it in the right spot (check the manual or a video for DynDOLOD), then redownload DynDOLOD, reinstall it and access it via MO2. __________________________________________________ Lets HDT those ARMORS is a very mixed bag. I'll check out more parts but i doubt i will use much of it.
nightred Posted April 13, 2023 Posted April 13, 2023 I am seeing an issue with Lod models. I get lots of overlap on the LOD's when the DynDOLOD DLL is disabled, All LOD issues go away when I keep the DLL in my load order. I feel I am missing something here as the DynDOLOD documentation says to keep the DLL loaded.
alaunus01 Posted April 13, 2023 Posted April 13, 2023 PSA Anybody who recently started a new game might want to stay away from Dawnguard content until later this month Serana Dialogue Add-On 4.0 becomes available to the public. Currently you could get away with updating from 3.3 if you have not baked two specific scripts in your save yet (i.e. not met Serana) for everybody else it is either corrupted save or spending a while with fallrim tools 1
Aylis Posted April 13, 2023 Author Posted April 13, 2023 @nightred Seriously? If you absolutely want to keep the DLL, then do so... Btw: without the DLL Spoiler Looks to me as if you have a different issue.
ShaeKest Posted April 13, 2023 Posted April 13, 2023 About the predone Bodyslides in the "Files" section. It's unclear to me when the prepared files should be added. Is it best to simply add all of the predone "required" files at the end of the "Armor and Weapons" section? Or should they be added as each armor/outfit is added to the order?
zato770 Posted April 13, 2023 Posted April 13, 2023 2 hours ago, Aylis said: Some possibilities: 1. Wrong installation (EVERYTHING up to date?). 2. Broken download. 3. No permission to access to the file (UAC? AV?). First make sure you got it in the right spot (check the manual or a video for DynDOLOD), then redownload DynDOLOD, reinstall it and access it via MO2. __________________________________________________ Lets HDT those ARMORS is a very mixed bag. I'll check out more parts but i doubt i will use much of it. Thank you very much , Redownloading dydolod and rerunning seemed to have cleared it up. Worst thing Is that I did do just that 3 days ago :X Now to see if I can fix any of the other púeculiar bugs myself...+
Aylis Posted April 13, 2023 Author Posted April 13, 2023 (edited) 2 hours ago, ShaeKest said: About the predone Bodyslides in the "Files" section. It's unclear to me when the prepared files should be added. Is it best to simply add all of the predone "required" files at the end of the "Armor and Weapons" section? Or should they be added as each armor/outfit is added to the order? Read the 'Final' section. __________________________________________________ 'O.o I'm sooo dead!' And then a female giant comes along and saves you... Spoiler First time one of them wasn't hostile. Edited April 13, 2023 by Aylis 1
nightred Posted April 13, 2023 Posted April 13, 2023 4 hours ago, Aylis said: Looks to me as if you have a different issue. The issue is not consistent as it only happens after walking to a destination. If I find the cause I will say something. I must say that the pack is amazing, I thank you greatly.
yxzhang Posted April 14, 2023 Posted April 14, 2023 Spoiler The Bright Waterfall Fix for ENB - DynDOLOD didn't work for me. My waterfall is still very bright. Any suggestions? Spoiler [00:43] <Warning: File not found textures\effects\fxwhitewater03.dds. Used by meshes\dyndolod\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif Skyrim.esm FXWaterfallBodyTall02_static [STAT:001091F0]> [00:43] <Warning: File not found textures\effects\fxwhitewater03.dds. Used by meshes\dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif Skyrim.esm FXWaterfallBodySlope_static [STAT:000FC85F]> [00:43] <Warning: Textures do not match for "MineScaffoldTop0Sided01:13": textures\clutter\stockade\stockadeplanks01.dds in minescaffoldtop0sided01.nif -> textures\dungeons\mines\minewood01.dds in minescaffoldtop0sided01_lod_0.nif for Skyrim.esm MineScaffoldTop0Sided01iceLt [STAT:000DBFF5]> [00:43] <Warning: File not found textures\effects\fxwhitewater03.dds. Used by meshes\dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif Skyrim.esm FXWaterfallBodyTall_static [STAT:000FC85E]> Might have to do with the above errors during DynDOLOD generation? I tried turning off LOD with tll, and turning off ENB, or both, but the problem persists. Did I perhaps miss something about the water texture? 4 hours ago, nightred said: The issue is not consistent as it only happens after walking to a destination. If I find the cause I will say something. I must say that the pack is amazing, I thank you greatly. I'm getting similar problems. Try typing "tll" in console - if the problem goes away, that means it's a LOD problem. - remember to type "tll" again to turn LOD back on. No sure if there's a way to actually fix it, though. DynDOLOD is still alpha, so problems are expected.
Bigglsby Posted April 14, 2023 Posted April 14, 2023 6 hours ago, nightred said: The issue is not consistent as it only happens after walking to a destination. If I find the cause I will say something. I must say that the pack is amazing, I thank you greatly. Just to chime in regarding this. I'd recently rebuilt my Skyrim with this guide, and everything was beautiful and worked great (props Aylis, can't thank you enough for your work with these guides). Then I started fiddling, updating, adding, and tweaking. Suddenly I was getting this type of effect reliably. My go-to confirmation was outside Winterhold - the drawbridge and guard walk just outside the city wall. If you fast travel or exit, it isn't a problem. It is a LOD unloading issue - the LOD surfaces z-fight with the close-up. I could never get the issue resolved for as long as I had seasons running along with DyndoLod. Running default season would have no problem, or with LOD off, no problem. I spent weeks running/rerunning lodgen/texgen/dyndo, with all sorts of resources, NG scripts and all. Scrapped my list back to as it is here, and it still was present. Currently I'm running back without seasons, Veydosebrom regions instead of the (much preferred) seasonal landscape and grass/floral arrangement that Aylis had set up. So not sure if the issue was introduced with one of the recent Dyndolod and/or script/resource updates, or if it was something else I introduced to my setup that I just never found... but the issue itself is LOD unload related. I've seen it referenced as being related to textures (which each season being a different texture in the seasons setup), so isolating is that much murkier. So you're not alone Nightred - just wanted to point that out. :) For me there was no resolution I could find, so I had to settle with adequacy, down from excellent. 1
Aylis Posted April 14, 2023 Author Posted April 14, 2023 (edited) Did you guys sort the plugins? And make sure that LUX gets reinstalled if you add something. The z-fighting usually happens when two textures are applied at the same time and the game doesn't know which one gets priority. Again i usually (aka most of the time) found one of the three LUX packages to be problematic (and thats why it got so many patches). But now i got to get ready for work... Edited April 14, 2023 by Aylis
yxzhang Posted April 14, 2023 Posted April 14, 2023 Can you post your plugin order for reference, in case I messed up some small details about LUX? I first completed adhered to your mod list (+ Legacy of dragonborn), and got LOD problem next to Solitude Castle Dour. I tried to moving Lux down the load order (+ Rerun Dyndolod), and the problem moves to the defense towers in front of Whiterun. BTW, for PI-CHO enbseries.ini, I suggest the following change to fix some water seam issue: [WATER] DisableDistantReflection=false Here's what it looks like on my pc: before Spoiler after Spoiler
alaunus01 Posted April 14, 2023 Posted April 14, 2023 15 hours ago, alaunus01 said: PSA Anybody who recently started a new game might want to stay away from Dawnguard content until later this month Serana Dialogue Add-On 4.0 becomes available to the public. Currently you could get away with updating from 3.3 if you have not baked two specific scripts in your save yet (i.e. not met Serana) for everybody else it is either corrupted save or spending a while with fallrim tools Followup: Even if you avoided Dawnguard on your save: Uninstall SDA 3.3, make a save without it, then install SDA 4.0. 1
wollboi Posted April 14, 2023 Posted April 14, 2023 @nightred @Aylis I think that issue might actually be related to an update from Whiterun Exteriors. Mine started doing that after I uploaded. Going to run DynDOLOD again to rule that out.
zzxcv1 Posted April 14, 2023 Posted April 14, 2023 I want to change the vanilla armors for the TAWOBA replacer, what mods should i deactivate before that?
nightred Posted April 14, 2023 Posted April 14, 2023 (edited) I reran the Lux (via, etc) and patches, tried to rebuild the LOD's with no luck. And the DLL being loaded does not fix this I was wrong. I looked at a the large reference issue and it is not what I have happening here. Using the command `tll` I was able to confirm that the overlap is the LOD's not unloading. I just run between Whiterun and Rorikstead to test the issue. Here is two screens that show the `tll` command removed the overlap. The issue: Her is the command removing the overlap: Disabling seasons did not change anything for me. This might be a larger issue with DynDOLOD, this was posted a few days ago: https://stepmodifications.org/forum/topic/18611-dyndolod-dynamic-lod-issue/ Edited April 14, 2023 by nightred 1
alaunus01 Posted April 14, 2023 Posted April 14, 2023 So who is going to tell Sheson about it and provide the required debug logs? Spoiler NOT IT!!!!
Bigglsby Posted April 14, 2023 Posted April 14, 2023 Because I'm a glutton for punishment, I've decided to take yet another (few more) whacks at it, since I've thought of possible errors/failings in previous attempts. And the seasonal landscape stuff just looks so much better it's hard not to fight even more for it. :) There is a mod on Nexus - LOD Unloading Bug Fix. Not sure if it may help, but it appears to be focused on roughly this type of scenario... I hadn't tried it in my struggles for some reason, but considering it now. And for me, with disabling seasons to fix my LOD issues - it wasn't just turning it off, it was redoing all my LOD gen without seasons (lodgen/texgen/dydnolod), but with all the seasonal stuff in place still - didn't have the LOD problem, but just didn't look right to go that way. Another variable for my go-to with Whiterun - I don't use the Whiterun Exteriors. So my LOD texture problem (with guard platforms/scaffolding/drawbridge) may be different if those meshes/textures/locations are shifted with the exteriors mod. Good luck to everyone! :)
trgdolors Posted April 14, 2023 Posted April 14, 2023 (edited) The SE guide had Lawbringer, but this one doesn't. Were there problems with it? Is there an alternative? Thanks! Edited April 14, 2023 by trgdolors
zato770 Posted April 14, 2023 Posted April 14, 2023 I seem to be getting large amount of grass in cities (under pavements) and generally in other places where it shouldn't be. Did I do something wrong, or is this just the case until grass tracing mod (used to cache grass also) comes to AE?
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